本文整理汇总了C#中Server.AosAttributes类的典型用法代码示例。如果您正苦于以下问题:C# AosAttributes类的具体用法?C# AosAttributes怎么用?C# AosAttributes使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
AosAttributes类属于Server命名空间,在下文中一共展示了AosAttributes类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: EnhancementAttributes
public EnhancementAttributes(string title)
{
this.Title = title;
this.Attributes = new AosAttributes(null);
this.WeaponAttributes = new AosWeaponAttributes(null);
this.ArmorAttributes = new AosArmorAttributes(null);
this.AbsorptionAttributes = new SAAbsorptionAttributes(null);
}
示例2: EnhancementAttributes
public EnhancementAttributes( string title )
{
Title = title;
Attributes = new AosAttributes( null );
WeaponAttributes = new AosWeaponAttributes( null );
ArmorAttributes = new AosArmorAttributes( null );
AbsorptionAttributes = new SAAbsorptionAttributes( null );
}
示例3: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue )
: base(itemID)
{
Layer = layer;
Hue = hue;
m_Quality = ClothingQuality.Regular;
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
}
示例4: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue )
: base(itemID)
{
Layer = layer;
Hue = hue;
m_Resource = DefaultResource;
m_Quality = ClothingQuality.Regular;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
}
示例5: BaseTalisman
public BaseTalisman( int itemID ) : base( itemID )
{
Layer = Layer.Talisman;
Weight = 1.0;
m_Protection = new TalismanAttribute();
m_Killer = new TalismanAttribute();
m_Summoner = new TalismanAttribute();
m_AosAttributes = new AosAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
}
示例6: Deserialize
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch (version)
{
case 3:
{
m_MaxHitPoints = reader.ReadEncodedInt();
m_HitPoints = reader.ReadEncodedInt();
goto case 2;
}
case 2:
{
m_Resource = (CraftResource)reader.ReadEncodedInt();
m_GemType = (GemType)reader.ReadEncodedInt();
goto case 1;
}
case 1:
{
m_AosAttributes = new AosAttributes(this, reader);
m_AosResistances = new AosElementAttributes(this, reader);
m_AosSkillBonuses = new AosSkillBonuses(this, reader);
if (Core.AOS && Parent is Mobile)
m_AosSkillBonuses.AddTo((Mobile)Parent);
int strBonus = m_AosAttributes.BonusStr;
int dexBonus = m_AosAttributes.BonusDex;
int intBonus = m_AosAttributes.BonusInt;
if (Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0))
{
Mobile m = (Mobile)Parent;
string modName = Serial.ToString();
if (strBonus != 0)
m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));
if (dexBonus != 0)
m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));
if (intBonus != 0)
m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
}
if (Parent is Mobile)
((Mobile)Parent).CheckStatTimers();
break;
}
case 0:
{
m_AosAttributes = new AosAttributes(this);
m_AosResistances = new AosElementAttributes(this);
m_AosSkillBonuses = new AosSkillBonuses(this);
break;
}
}
if (version < 2)
{
m_Resource = CraftResource.Iron;
m_GemType = GemType.None;
}
}
示例7: Deserialize
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
#region ItemID_Mods
case 6:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
else
m_AosClothingAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
else
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
m_AosResistances = new AosElementAttributes( this, reader );
else
m_AosResistances = new AosElementAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ClothingQuality)reader.ReadEncodedInt();
else
m_Quality = ClothingQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
if ( GetSaveFlag( flags, SaveFlag.Identified ) )
m_Identified = true;
break;
}
#endregion
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
else
m_AosClothingAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
else
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
m_AosResistances = new AosElementAttributes( this, reader );
else
m_AosResistances = new AosElementAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
//.........这里部分代码省略.........
示例8: BaseJewel
public BaseJewel(int itemID, Layer layer)
: base(itemID)
{
m_AosAttributes = new AosAttributes(this);
m_AosResistances = new AosElementAttributes(this);
m_AosSkillBonuses = new AosSkillBonuses(this);
m_Resource = CraftResource.Iron;
m_GemType = GemType.None;
Layer = layer;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax(InitMinHits, InitMaxHits);
}
示例9: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue, ClothEffect effect, int charges )
: base(itemID)
{
Layer = layer;
Hue = hue;
m_Resource = DefaultResource;
m_Quality = ClothingQuality.Regular;
m_ClothEffect = effect;
m_Charges = charges;
m_Identified = false;
m_IDList = new List<Mobile>();
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
}
示例10: GetSetProperties
public static void GetSetProperties( ObjectPropertyList list, AosAttributes attributes, AosAttributes setAttributes, bool equipped )
{
int prop;
if ( (prop = setAttributes.DefendChance) != 0 )
list.Add( 1073493, prop.ToString() ); // defense chance increase ~1_val~% (total)
if ( (prop = setAttributes.AttackChance) != 0 )
list.Add( 1073490, prop.ToString() ); // hit chance increase ~1_val~% (total)
if ( (prop = setAttributes.BonusStr) != 0 )
list.Add( 1072514, prop.ToString() ); // strength bonus ~1_val~ (total)
if ( (prop = setAttributes.BonusDex) != 0 )
list.Add( 1072503, prop.ToString() ); // dexterity bonus ~1_val~ (total)
if ( (prop = setAttributes.BonusInt) != 0 )
list.Add( 1072381, prop.ToString() ); // intelligence bonus ~1_val~ (total)
if ( (prop = setAttributes.LowerManaCost) != 0 )
list.Add( 1073488, prop.ToString() ); // lower mana cost ~1_val~% (total)
if ( (prop = setAttributes.Luck) != 0 )
list.Add( 1073489, prop.ToString() ); // luck ~1_val~% (total)
if ( (prop = setAttributes.ReflectPhysical) != 0 )
list.Add( 1072513, prop.ToString() ); // reflect physical damage ~1_val~% (total)
if ( (prop = setAttributes.SpellDamage) != 0 )
list.Add( 1072380, prop.ToString() ); // spell damage increase ~1_val~% (total)
if ( (prop = setAttributes.WeaponSpeed) != 0 )
list.Add( 1074323, prop.ToString() ); // swing speed increase ~1_val~% (total)
if ( !equipped )
{
if ( (prop = setAttributes.WeaponDamage) != 0 )
list.Add( 1074325, prop.ToString() ); // increased weapon damage ~1_val~%
if ( (prop = setAttributes.EnhancePotions) != 0 && attributes.EnhancePotions == 0 )
list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%
if ( (prop = setAttributes.CastRecovery) != 0 && attributes.CastRecovery == 0 )
list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~
if ( (prop = setAttributes.CastSpeed) != 0 && attributes.CastSpeed == 0 )
list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~
if ( (prop = setAttributes.LowerRegCost) != 0 && attributes.LowerRegCost == 0 )
list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%
if ( (prop = setAttributes.RegenHits) != 0 && attributes.RegenHits == 0 )
list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~
if ( (prop = setAttributes.RegenStam) != 0 && attributes.RegenStam == 0 )
list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~
if ( (prop = setAttributes.RegenMana) != 0 && attributes.RegenMana == 0 )
list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~
if ( (prop = setAttributes.BonusHits) != 0 && attributes.BonusHits == 0 )
list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~
if ( (prop = setAttributes.BonusStam) != 0 && attributes.BonusStam == 0 )
list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~
if ( (prop = setAttributes.BonusMana) != 0 && attributes.BonusMana == 0 )
list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~
if ( (prop = setAttributes.NightSight) != 0 && attributes.NightSight == 0 )
list.Add( 1060441 ); // night sight
}
}
示例11: BaseClothing
public BaseClothing( int itemID, Layer layer, int hue ) : base( itemID )
{
Layer = layer;
Hue = hue;
m_Resource = DefaultResource;
m_Quality = ClothingQuality.Regular;
m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );
m_AosAttributes = new AosAttributes( this );
m_AosClothingAttributes = new AosArmorAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
m_AosResistances = new AosElementAttributes( this );
// Genova: suporte ao UO:ML.
#region Mondain's Legacy
m_SetAttributes = new AosAttributes( this );
m_SetClothingAttributes = new AosArmorAttributes( this );
m_SetSkillBonuses = new AosSkillBonuses( this );
m_LastEquipped = false;
#endregion
}
示例12: BaseTalisman
public BaseTalisman( int itemID ) : base( itemID )
{
Layer = Layer.Talisman;
Weight = 1;
m_AosAttributes = new AosAttributes( this );
m_AosSkillBonuses = new AosSkillBonuses( this );
}
示例13: AosAttributes
public AosAttributes( Item owner, AosAttributes other )
: base( owner, other )
{
}
示例14: Deserialize
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
switch ( version )
{
case 12: m_OldCloth = reader.ReadBool(); goto case 11;
case 11: m_Disease = (Disease)reader.ReadInt(); goto case 10;
case 10: goto case 9;
case 9: goto case 8;
case 8: goto case 7;
case 7: goto case 6;
case 6:
{
m_CraftersOriginalName = reader.ReadString();
goto case 5;
}
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Resource ) )
m_Resource = (CraftResource)reader.ReadEncodedInt();
else
m_Resource = DefaultResource;
if ( GetSaveFlag( flags, SaveFlag.Attributes ) )
m_AosAttributes = new AosAttributes( this, reader );
else
m_AosAttributes = new AosAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
else
m_AosClothingAttributes = new AosArmorAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
else
m_AosSkillBonuses = new AosSkillBonuses( this );
if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
m_AosResistances = new AosElementAttributes( this, reader );
else
m_AosResistances = new AosElementAttributes( this );
if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
m_MaxHitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
m_HitPoints = reader.ReadEncodedInt();
if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
m_Crafter = reader.ReadMobile();
if ( GetSaveFlag( flags, SaveFlag.Quality ) )
m_Quality = (ClothingQuality)reader.ReadEncodedInt();
else
m_Quality = ClothingQuality.Regular;
if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
m_StrReq = reader.ReadEncodedInt();
else
m_StrReq = -1;
if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
m_PlayerConstructed = true;
break;
}
case 4:
{
m_Resource = (CraftResource)reader.ReadInt();
goto case 3;
}
case 3:
{
m_AosAttributes = new AosAttributes( this, reader );
m_AosClothingAttributes = new AosArmorAttributes( this, reader );
m_AosSkillBonuses = new AosSkillBonuses( this, reader );
m_AosResistances = new AosElementAttributes( this, reader );
goto case 2;
}
case 2:
{
m_PlayerConstructed = reader.ReadBool();
goto case 1;
}
case 1:
{
m_Crafter = reader.ReadMobile();
m_Quality = (ClothingQuality)reader.ReadInt();
break;
}
case 0:
{
//.........这里部分代码省略.........
示例15: Deserialize
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
switch ( version )
{
case 7:
{
#region SF Imbuing
Physical_Modded = reader.ReadBool();
Fire_Modded = reader.ReadBool();
Cold_Modded = reader.ReadBool();
Poison_Modded = reader.ReadBool();
Energy_Modded = reader.ReadBool();
#endregion
goto case 6;
}
case 6:
{
this.m_TimesImbued = reader.ReadInt();
this.m_BlessedBy = reader.ReadMobile();
#region Mondain's Legacy Sets
SetFlag sflags = (SetFlag)reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.Attributes))
this.m_SetAttributes = new AosAttributes(this, reader);
else
this.m_SetAttributes = new AosAttributes(this);
if (GetSaveFlag(sflags, SetFlag.ArmorAttributes))
this.m_SetSelfRepair = (new AosArmorAttributes(this, reader)).SelfRepair;
if (GetSaveFlag(sflags, SetFlag.SkillBonuses))
this.m_SetSkillBonuses = new AosSkillBonuses(this, reader);
else
this.m_SetSkillBonuses = new AosSkillBonuses(this);
if (GetSaveFlag(sflags, SetFlag.PhysicalBonus))
this.m_SetPhysicalBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.FireBonus))
this.m_SetFireBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.ColdBonus))
this.m_SetColdBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.PoisonBonus))
this.m_SetPoisonBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.EnergyBonus))
this.m_SetEnergyBonus = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.SetHue))
this.m_SetHue = reader.ReadEncodedInt();
if (GetSaveFlag(sflags, SetFlag.LastEquipped))
this.m_LastEquipped = reader.ReadBool();
if (GetSaveFlag(sflags, SetFlag.SetEquipped))
this.m_SetEquipped = reader.ReadBool();
if (GetSaveFlag(sflags, SetFlag.SetSelfRepair))
this.m_SetSelfRepair = reader.ReadEncodedInt();
#endregion
goto case 5;
}
case 5:
{
SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();
if (GetSaveFlag(flags, SaveFlag.Resource))
this.m_Resource = (CraftResource)reader.ReadEncodedInt();
else
this.m_Resource = this.DefaultResource;
if (GetSaveFlag(flags, SaveFlag.Attributes))
this.m_AosAttributes = new AosAttributes(this, reader);
else
this.m_AosAttributes = new AosAttributes(this);
if (GetSaveFlag(flags, SaveFlag.ClothingAttributes))
this.m_AosClothingAttributes = new AosArmorAttributes(this, reader);
else
this.m_AosClothingAttributes = new AosArmorAttributes(this);
if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
this.m_AosSkillBonuses = new AosSkillBonuses(this, reader);
else
this.m_AosSkillBonuses = new AosSkillBonuses(this);
if (GetSaveFlag(flags, SaveFlag.Resistances))
this.m_AosResistances = new AosElementAttributes(this, reader);
else
//.........这里部分代码省略.........